
Mines
Mines are the spots on the Kingdom Map that pay out a resource. Some the game puts there; some you build yourself; four of them come both ways.
Mines the game seeds are just there. The ones players put up cost Blueprints, and Blueprints are bought with Gold — the daily jobs pay a few as well, but only a few.
How high a mine you are allowed to build is set by your Capitol level, not by the Blueprints you can afford.









The odd one out: it only ever appears in the Seasonal Kingdom, and only while Verdant Rebirth is running.
How to mine
A mine is worked the way anything else is: you send a captain and troops, and they gather until you pull them out.
The setup people reach for is Stror carrying the Mythril Pickaxe, in Swift Wayfarer equipment.
Two kinds of troop earn the slot, and they win it for opposite reasons. Melee Guardsmen carry 250 for every point of Leadership they take up — two and a half times what anything else manages — so the same march comes home fuller. Scouts carry 30, the second worst there is, and go three to four times faster than anything else on the table; getting to the mine first is worth more than filling up slowly when somebody else is heading for the same one.
What fills a march
What a march brings back, per point of Leadership it costs. Monsters are out: they are housed in Dominance instead, so there is no Leadership to divide by.
| Per Leadership | Carry each | Leadership | Speed | Troops |
|---|---|---|---|---|
| 250 | 250 | 1 | 26–61 | Spearman, Heavy Halberdier, Punisher, Duelist |
| 100 | 200 | 2 | 31–73 | Rider, Mounted Knight, Smiter, Lion Rider, Whitemane |
| 100 | 100 | 1 | 26–61 | Archer, Heavy Arbalester, Purifier, Deadshot, Heavy Knight, Legitimist, Swordsman, Vulture |
| 50 | 1,000 | 20 | 39–60 | Battle Griffin, Corax, Royal Lion |
| 30 | 150 | 5 | 105–243 | Panoptic, Spy, Swift Jaeger |
| 10 | 100 | 10 | 22–52 | Catapult, Siege Ballista, Josephine |
A mine somebody is already sitting on can be attacked. Win the fight and you keep what they had gathered.








